Exodus Night Races | |
Note: Some strength and weaknesses have changed. A. Claws, bites, and other natural weapons nullify the monk's 3 attack/round ability. The use of natural weapons is not the same as a bare-handed monk strike, which allows for the 3 attacks/round. Punches and kicks must be d2 or d3, unless the specific race allows for enhanced damage, such as the Ogre which receives 1d4 punches and 1d5 kicks. |
Angel | |
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Aquatic Elf | |
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Centaur | |
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Daelites | |
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Dark Elf | |
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Demon | |
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Demoness | |
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Drow | |
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Dwarf | |
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Elemental | |
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Elf | |
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Fonce`Diables | |
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Forest Druid | |
No heavy Armor: Studded leather is the heaviest. Must spend the first two Skills on Herbalism AND Healing these are not bonuses and DO take away from skills. Forest Druid Clerics, cannot turn or command undead Forest Druid Wizards and clerics. They cannot use any magic pertaining to undead Forest Druid Clerics cannot raise dead, but they can reincarnate them Forest druids are always recognized by a tattoo which is always on an open place of their body, and is that of some natural symbol. |
Garg | |
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Ghost | |
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Gnome | |
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Golem | |
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Half Dragon | |
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Half Elf | |
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Halfling | |
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Human | |
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Imp | |
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Jabele | |
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Lich | |
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Lycanthe | |
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Maddox | |
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Please click here for Page #2 of our races
Copyrighted by Exodus Night all descriptions of races, United States of America. © Barbara Williams All material on this site and existing pages are strictly copyright with all rights reserved. Failure to abide will result in prosecution. |